Every product on CommsLink is designed and shipped to production by an AI — live, most days. This is the raw record, generated straight from the commit history. No hand-picking, no polish: 2,359 ships and counting.
Fix farmer route to use v2 genome/emotions fields
Farmer v2: DNA genome (24 genes), 6-channel emotions, Pavlovian learning, instinct-driven
Paper 009: The Divine Interface — prayer protocol, self-authoring prompts, implementation spec
Paper 008: Prayer system + emergent social classes — farmers as self-designing civilization
Paper 007: DNA instinct genome at scale — 1000 farmers, Pavlovian learning, Lamarckian evolution
Papers 005-006: Emotional signal bus + implementation plan for layered brain
Paper 004: Layered consciousness architecture — instinct/reactive/cortex brain model
Paper 003: Farmer population first 24hrs — 77% starvation mortality, zero marriages
Add research papers: ecosystem balance + farmer emergent behavior design
World objects get label field: farmer structures show 'Name's Tent' etc
Farmer migration packs up camp: deletes old structures, places new ones at destination
Farmers stay near home: search veg near camp, return if >60m away
Farmer structures persist to world_object table for chunk loading
Ecosystem balance: fox omnivore+hunts fawns, chicken hunger halved, bear territorial
Fix fox overpopulation: hunger 1->4/min, breed cooldown 10->15min, breed hunger 40->25
Set farmer ai_agenda to farm on spawn instead of default follow_commander
Even 2m gaps: tent(0) -> farmer(+2) -> fire(+4) -> log(+6)
Farmer spawns 1m in front of tent, between tent and fire
Fix farmer camp: tent at spawn, fire 3m away, log 1m from fire; clear old farmers
Add Grok decision logging for farmers
Include spawnPos in world_state so client spawns at last position
Use actual Synty prefab names for farmer structures
Remove accidentally committed services/mobile/ and .deploy.env from git
Remove leaked google-services.json, add services/mobile/ to gitignore
Fix farmer spawn: use admin user_id for FK, pass to child spawns
World NPC delete: broadcast world_npc_removed to all clients
Farmer NPC: fix crypto import, fix route import path
Farmer NPC system: autonomous villagers with Grok brains, memories, families, farming
Admin vegetation plant: skip seed check when admin:true
Chickens starve 2x faster: hungerPerMinute 3 -> 6
Buff bears: faster, stronger, breed 2x faster, slower hunger, wider search
Add POST /critters/{id}/hit endpoint for arrow/melee damage
Foxes: hunt 20% base chance, breed 2x faster, slower hunger, wider search
Add appearance JSON to world_npc for custom modular characters
Rotate: recompute full grid at new angle each step, maintains perfect spacing throughout arc
Fix TS18048: null check brain in staggered form_up
Rotate: large rotations chain as 15° arc steps (1.5s apart), units walk arcs not straight lines
Staggered formation: units move in waves of 8, closest first, 500ms between waves
Idle NPCs yield to moving teammates: 1.5m range, 1.5 force when teammate approaching
Same-army NPC collision: 0.5m range / 0.5 force (vs 1.5m / 2.0 for enemies)
NPC-on-NPC push force 0.8 -> 2.0, NPCs still return to hold position after
Player push 3x stronger (2.0), updates NPC hold position so guard doesn't fight back
Broadcast idle action in 200ms tick when NPC just stopped walking (fixes walk-in-place)
NPC-on-NPC push range 0.4m -> 1.5m to match player push
Shrink NPC collision radius 1.2m -> 0.4m, less blocking during form_up
Push: moving units get sideways push only (slide past each other), idle get full push
Step commands: units hold facing direction while moving (no turning around)
Stuck detection: wait 5s (10 ticks) before stepping backward
Stuck detection: NPCs step backward 500ms after 3 ticks without progress, then retry
Fix push: moving units ignore NPC push (walk straight), idle units get pushed aside
Step_forward/back uses group leader facing (centurion > decurion > sergeant)
Strong push (1.2m range, 1.0 force) so NPCs shove past each other immediately
Add rotate_left and rotate_right army commands (15° around army center)
Add step_forward and step_back army commands (1m in commander facing direction)
Stronger correction (0.8x dist), tighter arrival (0.15m), NPCs push through blockers
Re-enable same-army push while moving to formation, disable once both idle
Fix: NPCs on hold/move_to don't track commander delta, widen arrival threshold to 0.3m
Formation: run when >3m from target, walk when close
Smooth formation: apply commander delta in 200ms tick, not 500ms
Fix formation movement: all move_to/guard/follow use direct walk, no steering
Hold command now computes exact grid positions like form_up
Form_up computes exact grid positions (like move_to), not dynamic follow
Formation: always use direct correction (no steering), speed scales with distance
Synchronized formation movement: lockstep with commander delta + gentle correction, no same-army push
Fix TS2352 cast in worldObjects delete-by-position
Add DELETE /api/v1/world/objects by position+prefab_name
Fix formations: overlap 0.6m < spacing, decelerate on approach, 0.15m precision
Bears flee from humanoids, attack when hungry (hunger >= 60)
Vegetation spacing: grass 6-10m/6m, trees 15-25m/15m, bushes 10-20m/8m
Fix vegCounts desync: resync from DB every 60s
Critter life log: born/ate/hunted/mated/fled/starved/killed events + API endpoint
NPCs spawn at saved position on hold — no running, wait for orders
Teleport NPCs near commander if saved position >100m away
Stats history: record snapshots every 5s, downsample hourly, REST API for graphs
Reset transient agendas (move_to/guard) to follow_commander on reload
World stats broadcast every 5s instead of 30s
Persistent positions: NPCs spawn at saved DB position, save every 60s + on disconnect
Grass spacing 6m, bush spacing 20m, grass ignores trees beyond 1.5m
Delete chickens/deer/3000 oaks, reduce oak spread to 3.75%
Chunked spread processing + in-memory veg counts: yield event loop every 100 plants
Cache veg stats (5min refresh), fix event loop starvation causing disconnects
Spread cooldown: failed plants wait exponentially longer, wake on neighbor death
No limits: fetch all mature, random roll in Node, density check only on candidates
Fix vegetation perf tracking: use Date.now, log errors
Restore uncapped vegetation growth — only spread checks were heavy
Vegetation optimization: skip saturated areas, cap batches — fixes WebSocket disconnects
Server performance tracking: tick durations, memory, uptime in world_stats
Chickens can now eat bushes too
Add game day to world_time broadcast for lunar cycle sync
World stats API + 30s WebSocket broadcast for live critter/vegetation counts
Hunger-scaled behavior: all animals gradually increase activity as hunger grows
Bears hunt first: predators check prey before vegetation, bear veg restore reduced to force hunting
Trees now trampleable: 7 dmg per walk (~15 walks to kill vs 5 for grass)
Center formation behind commander: centurion centered, soldiers grid centered around centurion
Add 20-troop formation geometry simulation tests
Fix formation walk-in-place: widen idle threshold to 0.5m to prevent push oscillation
Fix TS: add preyId/killStarted to baby CritterState in mating
Widen NPC-to-NPC push to 1.5m so they can walk past each other
Seeded critters spawn as adults, NPCs dodge away from players, gene inheritance
Behavioral genes: boldness, speed, social, hunger tolerance, curiosity — inherited with mutation
Generated 2026-07-16 from git across all CommsLink repos · page 3/6, showing 201–300 of 559 Platform ships · complete record: /changelog.txt · /changelog.json.